/**
* Which animals to spawn.
* Exile automatically spawns a color variation of that animal, if variations exist.
* Each player (client) has a maximum of one animal at a time.
* Exile checks which animal type can spawn in front of the player and then
* picks a random one.
*
* For now it is like this:
*
* - Goats spawn on hill tops, but not in forests
* - Sheep spawn on meadows, but not next to forests and not on hill tops
* - Hens and roosters spawn next to buildings only
*
* => More animal types will follow in upcoming Exile versions, hopefully.
*/
animalTypes[] =
{
"Exile_Animal_Rooster_Abstract",
"Exile_Animal_Hen_Abstract",
"Exile_Animal_Goat_Abstract",
"Exile_Animal_Sheep_Abstract"
};

/**
* Specifies the minimum time in seconds between spawning animals.
* When the animal diededed, this time has to pass before it spawns
* a new one.
*
* It is a min/max setting, so the intervals will be uneven and a bit random.
* By default it will take 5 to 10 minutes to respawn a new animal.
*/
minimumSpawnDelay = 5 * 60;
maximumSpawnDelay = 10 * 60;

/**
* Clients will despawn animals if no player is in this radius around the animal
* This check is ran every 1 minute, so it is pretty unprecise, but performance-friendly.
*/
keepAliveRadius = 500;

class Temperature
{
// Temperature in °C for the time of day, per hour
// Add the first index to the last index, so it is 25 indizes!
daytimeTemperature[] = {15.93,16.89,18.42,20.40,22.68,25.10,27.48,29.63,31.40,32.66,33.32,33.80,33.80,33.32,32.66,31.40,29.63,27.48,25.10,22.68,20.40,18.42,16.89,15.93,15.93};

// Temperature change in °C when it is 100% overcast
overcast = -2;

// Temperature change in °C when it is 100% raining
rain = -5;

// Temperature change in °C when it is 100% windy
wind = -1;

// Temperature change per 100m altitude in °C
altitude = -0.5;

// Difference from the daytime temperature to the water temperature
water = -5;
};
};

/**
* Interval in seconds when the client searches for
* new buildings to spawn loot in
*/
spawnInterval = 30;

/**
* This is a percentage value to determine how many loot
* positions should contain loot when the system spawns loot.
*
* If a building has 20 positions defined, Exile will
* spawn loot in 10 random positions of them.
*
* This means smaller buildings spawn less loot and larger
* ones spawn more loot.
*
* You can also cap it at a maximum value. See below.
*/
maximumPositionCoverage = 30;

/**
* Limit the number of loot positions per building. If the
* above percentage value exceeds this value, it will be capped.
*
* Example: Coverage is 50%. Building has 60 loot positions defined.
* This results in 30 loot positions and that is too much. So we
* cap this at 10
*/
maximumNumberOfLootSpotsPerBuilding = 3;

/**
* Exile spawns a random number of items per loot spot. This
* is the upper cap for that. So 3 means it could spawn 1, 2
* or 3.
*/
maximumNumberOfItemsPerLootSpot = 2;

/**
* Radius in meter to spawn loot AROUND each player.
* Do NOT touch this value if you dont know what you do.
* The higher the number, the higher the drop rates, the
* easier your server will lag.
*
* 50m = Minimum
* 200m = Maximum
*/
spawnRadius = 60;

/**
* Defines the radius around trader cities where the system should
* not spawn loot. Set this to 0 if you want to have loot spawning
* in trader citites, ugh.
*/
minimumDistanceToTraderZones = 500;

// The cooldown time, in minutes, before another server side notification is sent out from a territory. This is on a per territory basis.
notificationCooldown = 30;
};
class CfgHacking
{
// Enables safe hacking on the server
enableHacking = 1;

// Time it takes to hack in minutes
hackDuration = 20;

// Percentage chance the hacking will fail
failChance = 50;

// Percentage chance the laptop will be removed on fail
removeChance = 5;

// Use the current gradient to affect the players movement when autorunning.
// 0 == default exile auto run
useGradientAffectedAutoRun = 0;
};
/*
This config will allow you to override the default poptab storage for vehicles and containers.
The current system takes the maxLoad of a vehicle * 10, and that gives you the max poptabs that can be stored.
This will allow you to override that max with your own value.

To override, just add the vehicle/containers classname to this class, and define its max. Look at Exile_Container_Safe_Small as an example.
*/
class CfgPoptabStorage
{
class Exile_Container_Safe_Small { max = 25000; };
};
class CfgSimulation
{
/*
Use Arma built in Dynamic Simulation.
If you have any issues with players unable to get into cars, control vehicles, fly planes, etc. try turning this off
Options:
0: Use Exile's built in simulation system (Same system in 1.0.3 and below)
1: Use Dynamic Simulation
*/
enableDynamicSimulation = 1;

/*
Enables or disables the ability to access virtual garage while in combat
Options:
0: Players cannot access virtual garage while they are in combat
1: Players can access virtual garage when they are in combat
*/
canAccessGarageInCombat = 0;

/*
When enabled, this will dump any items and money from the vehicle onto the ground where the car was.
Options:
0: Do not clear inventory and money
1: Clear inventory and money
*/
clearInventoryOnStore = 1;

/*
The maximum number of vehicles that can be stored in the VG for that territory.
Use -1 to disable the ability to store vehicles at that level.
Make sure to have the same number of levels here as you do in CfgTerritories!
*/
numberOfVehicles[] =
{
-1, // Level 1
5, // Level 2
8, // Level 3
11, // Level 4
13, // Level 5
15, // Level 6
18, // Level 7
21, // Level 8
25, // Level 9
28 // Level 10
};

Here is an example app layout:
class XM8_App01_Button: RscExileXM8AppButton1x1
{
textureNoShortcut = ""; // Path to picture. This can be via mission file or client side PBO
text = ""; // The name of the app to be display on the button
onButtonClick = ""; // The code to fire when the app is clicked
resource = ""; // The name of the resource to load for the app, leave as an empty string if you just want to run code without a GUI, like BOOM or spawning a bike
};
*/

About Exile Arma 3 Mod

It is the year 2039. After the resource depleting conflict in Greece, Europe suffers from a new deflation crisis, leading the crime rate to a new peak in history. Members of the North Atlantic Treaty Organization Security Council are forced to react. Being a desperate alternative to overcrowded and prohibitive prisons, offenders are now being sent to EXILE.